Discussion in 'Buildbox General Discussion' started by turbogames, Feb 2, 2018.
I seriously doubt it ! that's the whole point so you don't have to code. But if you want to put addons yourself this gives you an opportunity!
I hope not to be a large proportion of programming
yeh i know but in this version of buildbox 3 alpha i see in project some scripte
Which gives some orders like jumping and dying and that's what made me doubt
Made me doubt too.
A few bbdocs with simple movement examples including death, jumping etc (without code) would be nice.
yeh that wath i see to
No, you will not be required to code at all. It's VERY important to me that coding is not required for 90% of what you'll make. It will mainly be for advanced logic type stuff. For example, if you wanted to make a turn-based strategy game like Civilization, or if you wanted to create something we haven't made nodes for yet.
Only because it's alpha. This version is Nik's version. The next will be after I get in there and provide a lot of input. Nik was finishing this at the 11th hour before release. There will be nodes that do stuff like jump in the next release. I've told Nik before, I think the only way to make this work is a LOT of nodes that are tightly organized into groups. He doesn't disagree.
I'd expect there to be a ton of modules that we could pick from, ideally for simplicity they'd group lots of things together that can be selected and with parameters. So for instance, there might be one module just for movement, another for logic states, another for interface maps (as they've started to show), etc. Then there'd be those you build yourself and those built in the community that will cover less standard requirements. I'd like something that lets me do mathematical operations on things.
just for context, I sent my at the same time as Trey's note. lol
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